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Staredit Network -> UMS Assistance -> Bound
Report, edit, etc...Posted by Puni(F) on 2005-02-19 at 12:49:06
Lol this isn't a noob question i just forgot how to do the switches and sutch for a bound...I got all my locations set and evrey thing...All I need to do now is the switches and the triggers.
Report, edit, etc...Posted by KaboomHahahein on 2005-02-19 at 12:51:13
Appear almighty tutorial about switches!

*poof*

Ta-da!

http://www.staredit.net/index.php?tutorial=116
Report, edit, etc...Posted by DevliN on 2005-02-19 at 12:57:41

Trigger
Description:
Bound Switches
Players:
¤ All Human Players
Conditions:
¤ Current player brings at least 1 Zerg Zergling to End Obstacle 1.
¤ Switch 1 is set.
Actions:
¤ Comment: End 1 / Start 2.
¤ Clear Switch 1.
¤ Set Switch 2.


Done. Of course you'd change the location "End Obstacle 1" to whatever location ends the obstacle.
Report, edit, etc...Posted by BOA_FFX on 2005-02-19 at 14:53:23
Condition:
Current player bring a least 1 zergling to "Level2"
Action:
Set Level2
Clear Level1

Condition
Level2 is set
Action:
Creat 1 archon at "boom" for player8
kill all any unit for all player at "boom"
preserve trigger

For exemple
Report, edit, etc...Posted by MapUnprotector on 2005-02-20 at 14:14:33
Might wanna try using a counter instead, like every time you beat a level add 1 death to marine
Report, edit, etc...Posted by DevliN on 2005-02-20 at 14:57:29
There's no real differene between a death counter and a switch in a bound if you think about it. Unless of course 1 extra action is too much for you or something...

Its either:
Condition:
- Current player brings at least 1 Zerg Zergling to End 1
Action:
- Set Obstacle 2
- Clear Obstacle 1

Condition:
- Obstacle 2 is set
Action:
- Obstacles [Create/Kill]

or

Condition:
- Current player brings at least 1 Zerg Zergling to End 1
Action:
- Modify deaths for player: Set to 2 deaths for Unit

Condition:
- Player has suffred exactly 2 deaths of Unit
Action:
- Obstacles [Create/Kill]
Report, edit, etc...Posted by BOA_FFX on 2005-02-20 at 15:50:45
If we use death cound, does it remove the preview level ??
Report, edit, etc...Posted by warhammer40000 on 2005-02-28 at 10:22:00
Might i suggest that u look at another bound and see how it works, it will work with ur brain better. smile.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-02-28 at 11:01:45
QUOTE(Mp)SD @ Feb 20 2005, 02:10 PM)
Ya, it actually is a noob question.
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It's not up to you to judge that.
QUOTE(BOA_FFX @ Feb 20 2005, 03:50 PM)
If we use death cound, does it remove the preview level ??
[right][snapback]149769[/snapback][/right]
What preview level do you speak of?
QUOTE(warhammer40000 @ Feb 28 2005, 10:22 AM)
Might i suggest that u look at another bound and see how it works, it will work with ur brain better.  smile.gif
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That is a great idea, and this is why I released this unprotected:
http://www.staredit.net/index.php?download=2195
Report, edit, etc...Posted by Grizzly(B2BF) on 2005-02-28 at 17:15:02
I find the switch system to be better as it will be easier to fix if you do something wrong. Whereas a death counter could get you lost in your triggering if you don't know how many times the unit should have died on what level.
Stick to the old fashioned way I say.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-28 at 17:48:11
Err, a death counter as in we set the deaths of a unit not used in the bound. Also, trigger killings do not attribute to the counter.
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